Come with me, back into the distant past. Don't mind that wibbly blurry effect and that "WooOOoOOooOO" noise, that's just what happens when you go back in time. We're almost there. All you have to do is click this link and make the transition to April 4 2011!

I've always wanted to say that. If you just took the trip, you'll know exactly what I'm talking about. You'll also have a good idea as to whether or not you'd like to purchase the games going in the return of the potato sack sale on Steam.

When Dejobaan Games, the developer behind The Wonderful End of the World and AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity create a first-person shooter that's all about building and demolishing gigantic robots, they don't need to name it Drunken Robot Pornography to get my attention; the name it Drunken Robot Pornography because there's something wrong with them.

Wrong in a good way, mind you. The way that makes game developers pit a fleshy human against multi-story robots named Titans. The Titans are armed with everything a giant robot should have, including lasers and missiles. The human has a jet pack, a gun, and the cheers of an adoring crowd. That's all anyone needs, really.

And when you're done fighting giant stylized robots, you can make your own via a handy-dandy in-game editor.

Because in order to create, one must first learn how to destroy. Or something.

Check out an entire gallery of Drunken Robot Pornography at the game's official website. With a playable prototype having recently been shown at PAX East, Dejobaan expects the game to drop on Mac and PC later this year.

2009’s SEO-challenging AaaaaAAaaaAAAaaAAAAaAAAAA!!!-- A Reckless Disregard for Gravity was basically the bits from Mirror’s Edge where you miss-time a jump and fall to your death turned into a whole game. If you missed it the first time round it’s now been re-released as a “semi-sequel” titled AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome. It features all 82 levels from the original game, as well as 43 new ones and a “new lighting system and fancy shader effects.” It’s currently on Steam for just £3.49/$4.99, too.

Dejobaan is working on a "semi-sequel" to 2009's AaaaaAAaaaAAAaaAAAAaAAAAA!!!, a game which the developer cheekily notes it hasn't "officially announced" yet.

The reveal came courtesy of a new contest, which asks fans to create fake ads, likely to be used as billboards in the upcoming new game. Winners will not only have their creation appear in the game, but will also get a free copy on Steam "once it's out at the end of the year."

In order to enter, fans must find a royalty-free image and come up with "hilarious" text to put on top. Fans can submit up to "one billion" entries, and almost any image format will be accepted. Entries must be received by September 30th (that's the end of the week, folks) for consideration.

The indie developers involved in the potato sack sale say that they were given "free reign" to design the ARG, as well as "access to any IP we wanted." Edge have been catching up with the potato sack developers to find out exactly how the enormous ARG came together.

Audiosurf creator Dylan Fitterer explains how Valve initiated the ARG. “Valve invited a bunch of us indie developers to come out last December for a ‘Cross Game Design Event. It was a bit mysterious, but definitely sounded like fun."

“Jeep coordinated with us most closely, but Gabe kicked it all off. He asked us to work with them in creating an event that put launching Portal 2 into the community’s hands. We were given free rein to design it and were also given access to any IP we wanted.”

Dejobaan president Ichiro Lambe “It felt very natural. Valve gave us a framework and said: ‘You know all about GLaDOS. Now, she wants us to break out into the world. Go make it happen.’"

Fitterer explains that the number of people playing Audiosurf during the ARG jumped from 300 a day to 6000 a day. There's no news yet on the number of potato sack games sold during the ARG. Edge's full featureon the ARG is set to arrive tomorrow.

The indie developers involved in the potato sack sale say that they were given "free reign" to design the ARG, as well as "access to any IP we wanted." Edge have been catching up with the potato sack developers to find out exactly how the enormous ARG came together.

Audiosurf creator Dylan Fitterer explains how Valve initiated the ARG. “Valve invited a bunch of us indie developers to come out last December for a ‘Cross Game Design Event. It was a bit mysterious, but definitely sounded like fun."

“Jeep coordinated with us most closely, but Gabe kicked it all off. He asked us to work with them in creating an event that put launching Portal 2 into the community’s hands. We were given free rein to design it and were also given access to any IP we wanted.”

Dejobaan president Ichiro Lambe “It felt very natural. Valve gave us a framework and said: ‘You know all about GLaDOS. Now, she wants us to break out into the world. Go make it happen.’"

Fitterer explains that the number of people playing Audiosurf during the ARG jumped from 300 a day to 6000 a day. There's no news yet on the number of potato sack games sold during the ARG. Edge's full featureon the ARG is set to arrive tomorrow.